;
;   CIVILIZATION GAME DATA -- Seize the Crown!
;   Copyright (c) 1995 by MicroProse Software
;   Changes 2000 by John Ellis
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
2       ; Road movement multiplier
4       ; 1 in x chance Trading Vessel or Galley lost (mod. by Seafaring, Navigation)
3       ; # of food each citizen eats per turn
20      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
2       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
8       ; City size for first unhappiness at Baron level
15      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Town Well needed to exceed this size
10      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
10      ; Base time for engineers to transform terrain (x2)
2       ; Aristocracy (Mon) pays support for all units past this
5       ; Rival Kingdom (Cmn) pays support for all units past this
3       ; Kingdom (Fun) pays support for all units past this
5       ; Rival Kingdom is equivalent of this palace distance.
98      ; Kingdom loses this % of science
60      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
3       ; Max effective science rate in Kingdom (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Classical
;             1 = Dark Ages
;             2 = Early Medieval
;             3 = Late Medieval
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Advance you will not get,1,0,no, no, 0, 3    ; AFl
Latin,              3, 2,  nil, nil, 0, 3    ; Alp
Animal Husbandry,   4, 2,  nil, nil, 0, 4    ; Amp
Archery,            4,-1,  no,  no,  1, 0    ; Ast
Trebuchet,          6,-2,  Mat, Eng, 2, 0    ; Ato
Blacksmithing,      4, 1,  Iro, CoL, 1, 4    ; Aut
Moneylending,       6, 2,  Uni, Rec, 3, 1    ; Ban
Bridge Building,    5, 0,  Mas, CoL, 0, 4    ; Bri
Christian Charity,  4, 2,  Cer, nil, 1, 2    ; Bro
Christianity,       2, 0,  nil, nil, 1, 2    ; Cer
Carpentry,          5, 1,  Whe, nil, 0, 4    ; Che
Chivalry,           8,-2,  Phi, Inv, 3, 0    ; Chi
Craftsmanship,      4, 1,  Che, nil, 0, 4    ; CoL
Carpenters' Guild,  4, 2,  Che, Gen, 2, 4    ; CA
Crossbow,           5,-2,  CoL, Csc, 3, 0    ; Cmb
Rival Kingdom,      8, 2,  no,  no,  2, 2    ; Cmn
------------,       3, 2,  no,  no,  2, 2    ; Cmp
Castlebuilding,     7,-1,  Mat, Mas, 2, 0    ; Csc
---fortbuilding----,3,-2,  no,  no,  2, 4    ; Cst
Copperworking,      4, 1,  nil, nil, 1, 1    ; Cor
Rightful Succession,1, 1,  no,  no,  1, 2    ; Cur
------------,       1,-1,  no , no,  2, 0    ; Dem
Endow a Bishopric,  5, 1,  MT , nil, 3, 2    ; Eco
------------,       1,-1,  no , no,  2, 0    ; E1
------------,       1,-1,  no , no,  2, 0    ; E2
Engineering,        6, 2,  Mat, Csc, 3, 4    ; Eng
Events,             1, 1,  AFl, nil, 0, 4    ; Env
Excommunication!,   1, 1,  no,  no,  2, 2    ; Esp
Excavation,         5, 2,  nil, nil, 1, 4    ; Exp
Feudalism,          2,-1,  nil, AFl, 2, 2    ; Feu
Found an Abbey,     6, 1,  Mob, nil, 3, 2    ; Fli
Kingdom,            9, 2,  Env, nil, 1, 2    ; Fun
------------,       1,-1,  no , no,  2, 0    ; FP
Guilds,             5, 2,  CoL, Tra, 2, 1    ; Gen
Peasant Loyalty,    4, 1,  no,  no,  1, 0    ; Gue
---obsol barracks--,1,-2,  no,  no,  1, 0    ; Gun
Horsemanship,       4,-1,  nil, nil, 0, 0    ; Hor
Norman Architecture,1, 0,  no,  no,  2, 4    ; Ind
Horse Breeding,     5,-1,  Amp, Rfg, 2, 4    ; Inv
Iron Working,       3, 1,  nil, nil, 0, 4    ; Iro
Illuminated Manuscript,5, 1,Wri, Mob, 2, 3   ; Lab
Jeweller's Guild,   4, 2,  Gen, Ban, 3, 1    ; Las
Jewish Immigration, 1, 1,  Env, nil, 2, 1    ; Ldr
Descent from Henry I,1, 1, no,  no,  2, 2    ; Lit
------------,       1,-1,  no , no,  2, 0    ; Too
------------,       1,-1,  no , no,  2, 0    ; Mag
------------,       1,-1,  no , no,  2, 0    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Maritime Trade,     5, 0,  Sea, Tra, 1, 1    ; MP
Mathematics,        4, 1,  Phi, nil, 0, 3    ; Mat
Medicine,           2, 1,  Bro, Mob, 2, 3    ; Med
------------,       1,-1,  no , no,  2, 0    ; Met
Merchant Shipping,  5, 1,  Ban, SE,  2, 1    ; Min
Monasticism,        7, 2,  Cer, nil, 2, 3    ; Mob
Feudal Tenancy,     1, 2,  no,  no,  2, 2    ; Mon
Cathedral Consecration,5, 1,  Mys, The,  2, 2; MT
Catholicism,        3, 0,  Cer, nil, 1, 2    ; Mys
Navy,               4,-2,  Min, Uni, 3, 0    ; Nav
Literacy,           5, 1,  Wri, Las, 2, 3    ; NF
--plus one ships,   1,-1,  no , no,  2, 0    ; NP
Classical Knowledge,6, 0,  Tra, Lab, 0, 3    ; Phi
Patron of the Church,1,-1, nil, Env, 3, 1    ; Phy
Papal Favour,       1,-1,  Env, nil, 3, 2    ; Pla
Plumbing,           4, 2,  Exp, Mas, 3, 4    ; Plu  
Professional Soldiery,7,-2,Uni, Csc, 2, 0    ; PT
------------,       1,-1,  no , no,  2, 0    ; Pot
---airbases-,       1,-1,  no,  no,  3, 4    ; Rad
---railway--,       1,-1,  no , no,  2, 0    ; RR
Religious Toleration,4, 1, Bro, Ldr, 2, 2    ; Rec
Rebellion,          2,-2,  nil, nil, 2, 0    ; Ref
Three Field System, 6, 1,  San, nil, 3, 4    ; Rfg
------------,       1,-1,  no , no,  2, 0    ; Rep
------------,       1,-1,  no , no,  2, 0    ; Rob
Roger of Gloucester,1,-1,  no,  no,  2, 0    ; Roc
Marl Fertilization, 5, 2,  Sth, nil, 2, 4    ; San
Seafaring,          4, 1,  nil, nil, 0, 4    ; Sea
Sea Fishing,        4, 1,  Sea, nil, 0, 1    ; SFl
Crop Rotation,      4, 2,  Sup, nil, 2, 4    ; Sth
Shipbuilding,       4,-1,  Che, CoL, 2, 4    ; SE
Shield Wall,        1,-1,  no,  no,  1, 0    ; Stl
Freedman Farming,   6, 1,  nil, nil, 2, 4    ; Sup
------------,       1,-1,  no , no,  2, 0    ; Tac
Theology,           3, 2,  Mob, nil, 2, 2    ; The
Windmills,          4, 1,  CA,  Sth, 2, 4    ; ToG
Trade,              4, 2,  nil, nil, 0, 1    ; Tra
Trusted Coinage,    5,-1,  Cor, Tra, 2, 1    ; Uni
Warrior Tradition,  1,-1,  no,  no,  0, 0    ; War
Woodworking,        4,-1,  nil, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  Las, Med, 3, 3    ; ...
Scottish,           1, 2,  no,  no,  0, 2    ; U1
English,            1, 2,  no,  no,  0, 2    ; U2
Angevin Fief,       1, 2,  no,  no,  0, 2    ; U3
Not de Blois,       1, 2,  no,  no,  0, 2    ; X1
Not Neville,        1, 2,  no,  no,  0, 2    ; X2
Not de Bohun,       1, 2,  no,  no,  0, 2    ; X3
Not de Lacy,        1, 2,  no,  no,  0, 2    ; X4
Not Bigod,          1, 2,  no,  no,  0, 2    ; X5
Not Scottish,       1, 2,  no,  no,  0, 2    ; X6
Not Plantagenet,    1, 2,  no,  no,  0, 2    ; X7

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Principal Residence,       3, 4,    nil,
Warrior Clans,             1, 0,    War, 
Granary,                   4, 1,    Sth,
Church,                    4, 0,    Cer,
MarketPlace,               2, 1,    Tra,
Monastery,                 6, 2,    Mob,
Sheriff,                   1, 1,    nil,
Town Walls,                2, 0,    Che,
Town Well,                 6, 1,    Exp,
Counting House,            8, 1,    Ban,
Cathedral,                20, 1,    MT,
Monastic Library,         16, 4,    Lab,
Royal Merchant Charter,   20, 0,    Env, 
Bear Baiting Pit,          3, 6,    nil, 
Blacksmith's Forge,        7, 5,    Aut,
Carpenter's Guild,         8, 3,    CA, 
Hospitaller Monks,         6, 2,    no,
Knight's Fee,             10, 0,    Env, 
Power Station,             8, 5,    no,
Hydro Station,            12, 2,    no,
Prisoner's Work Gang,      3, 2,    nil, 
Jeweller's Guild,          6, 1,    Las,
Town Drains,              12, 2,    Plu,
Windmill,                  5, 1,    ToG,
Toll Bridge,               4, 0,    Bri,
University,               25, 6,    NF,
SAM Missile Battery,      10, 2,    no, 
Harbour Walls,             8, 0,    no,
Solar Plant,              32, 4,    no, 
Fishing Fleet,             6, 1,    SFl,
Port,                      8, 3,    Min,
Airport,                  16, 3,    no, 
Family Gold Reserves,     30, 0,    Env, 
Castillian Shipyard,       8, 1,    no, 
Crusader Contingent,       6, 0,    no,
Crusader Ship,             8, 0,    no,
Crusader Supplies,        12, 0,    no,
City Faire,               60, 0,    Uni,
White Tower,              20, 0,    nil, 
Hospitaller's Charter,    20, 0,    nil, 
Royal Treasury,           20, 0,    nil,
Clos des Gales,          20, 0,    no,
Royal Court,              30, 0,    nil, 
Crown Jewels,             30, 0,    nil,
Great Wall,               30, 0,    no, 
Sun Tzu's War Academy,    30, 0,    no, 
Viking Blacksmiths of Jorvik,30, 0, nil,
Marco Polo's Embassy,     20, 0,    no, 
Michelangelo,             40, 0,    no,
The Philosopher's Stone,  20, 0,    no,
Magellan's Expedition,    40, 0,    no, 
Bayeux Tapestry,          30, 0,    nil, 
Leonardo's Workshop,      40, 0,    no, 
Bach,                     40,10,    no,
Newton,                   30, 0,    no,
Adam Smith's,             40, 0,    no, 
The Renaissance,          40, 0,    no,
Statue of Liberty,        40, 0,    no, 
Throne of England,        30, 0,    nil, 
Regular Wages!,            5, 0,    no,
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
Papal Legation,           10, 0,    no, 
Crusade to the Holy Land, 30, 0,    no,
SETI Program,             60, 0,    no, 
Gonfalon del Sant'Iago,   60, 0,    no,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
Ref,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
Ref,        ; Great Library
Ref,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
Ind,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
Esp,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Serfs,        nil, 0,  1.,0,  0a,1d,  1h,0f,  2,0,  5, nil, 000000000000000
Yeoman Farmers,nil, 0,  1.,0,  0a,1d,  2h,1f, 5,0,  5, Sup, 000000000000010
Viking Raiders,Cer, 0, 3.,0,  8a,2d,  3h,2f,  9,0,  0, nil, 000000000000110
Spearmen,     nil, 0,  3.,0,  2a,4d,  2h,1f,  3,0,  1, Stl, 000010000000010
Swordsmen,    nil, 0,  3.,0,  5a,3d,  2h,2f,  5,0,  0, U2,  000010000000110
Mercenaries,  nil, 0,  3.,0,  6a,2d,  2h,2f,  6,0,  0, Env, 000010000000110
Saxon Rebels, Ind, 0,  3.,0,  5a,2d,  2h,2f,  2,0,  0, Env, 000010000000010
Angevin Archers,X7, 0, 3.,0,  6a,3d,  2h,2f,  3,0,  0, Env, 000010000000010
Feudal Levies,nil, 0,  2.,0,  2a,4d,  1h,1f,  2,0,  1, Fun, 000100000000000
Villagers,    nil, 0,  2.,0,  1a,3d,  1h,1f,  1,0,  1, Gue, 000000000000011
Bowmen,       U1,  0,  3.,0,  6a,3d,  1h,3f,  4,0,  0, Ast, 000010000000010
Huntsmen,     X6,  0,  2.,0,  4a,3d,  1h,2f,  2,0,  0, U1,  010011000000011
Angevin Infantry,X7,0, 3.,0,  4a,5d,  3h,2f,  4,0,  1, Env, 000010000000010
Geoffrey Plantagenet,nil,0,3.,0, 6a,5d, 3h,3f, 3,0, 1, Env, 000010000000010
Men-at-Arms,  X7 , 0,  3.,0,  5a,5d,  2h,2f,  4,0,  1, PT,  000010000000000
Mtd Retainers,Chi, 0,  6.,0,  6a,3d,  2h,2f,  8,0,  0, Feu, 000010000000011
Knights,      X3,  0,  5.,0,  9a,4d,  2h,3f, 10,0,  0, Chi, 000010000000011
Crossbowmen,  nil, 0,  2.,0,  5a,5d,  3h,2f,  5,0,  1, Cmb, 000010000000010
Knights,      X5,  0,  5.,0,  9a,4d,  2h,3f, 10,0,  0, Chi, 000010000000011
Baron,        U2,  0,  5.,0,  7a,3d,  2h,3f,  9,0,  0, Env, 000010000000011
Knights,      X4,  0,  5.,0,  9a,4d,  2h,3f, 10,0,  0, Chi, 000010000000011
Knights,      X2,  0,  5.,0,  9a,4d,  2h,3f, 10,0,  0, Chi, 000010000000011
Longship,     Cer, 2, 15.,0,  3a,3d,  2h,1f,  4,2,  4, nil, 100000000001000
Siege Tower,  nil, 0,  1.,0,  9a,1d,  1h,4f,  7,0,  0, Che, 000000001000000
Mangonel,     nil, 0,  1.,0, 12a,0d,  3h,2f,  5,0,  0, Eng, 000000001000000
Trebuchet,    nil, 0,  1.,0, 17a,0d,  3h,2f,  8,0,  0, Ato, 000000001000000
Knights,      X7,  0,  5.,0,  9a,4d,  2h,3f, 10,0,  0, Chi, 000010000000011
Rich Village, nil, 0,  0.,0,  0a,3d,  2h,1f,  1,0,  7, Env, 000000000000000
War Cog,      nil, 2, 12.,0,  4a,3d,  3h,2f, 12,1,  2, Nav, 100000000001000
Clansmen,     X6,  0,  2.,0,  4a,3d,  2h,2f,  3,0,  0, U1,  000011000000010
Clan Chieftain,X6, 0,  1.,0,  4a,5d,  3h,3f,  8,0,  1, Env, 000011000000010
Border Reivers,nil, 0, 6.,0,  7a,3d,  1h,3f,  2,0,  0, Env, 000010000000010
Galley,       U1,  2, 14.,0,  4a,3d,  1h,3f, 16,0,  2, SE,  100000000101000
Trading Vessel,nil, 2, 9.,0,  0a,2d,  1h,1f,  6,1,  4, MP,  000000000101000
Roundship,    nil, 2, 10.,0,  1a,3d,  2h,2f,  9,3,  4, Min, 000000000001000
Richard Neville,nil, 0,  3.,0,  7a,4d,  3h,3f,  3,0,  1, Env, 000010000000010
Men-at-Arms,  X3,  0,  3.,0,  5a,5d,  2h,2f,  4,0,  1, PT,  000010000000010
Men-at-Arms,  X5,  0,  3.,0,  5a,5d,  2h,2f,  4,0,  1, PT,  000010000000010
Men-at-Arms,  X4,  0,  3.,0,  5a,5d,  2h,2f,  4,0,  1, PT,  000010000000010
Men-at-Arms,  X2,  0,  3.,0,  5a,5d,  2h,2f,  4,0,  1, PT,  000010000000010
Motte + Bailey,nil,0,  0.,0,  0a,5d,  5h,1f,  8,0,  1, Ind, 000000000000000
Keep,         nil, 1,  0.,0,  0a,7d,  7h,1f, 12,0,  1, Csc, 000000000000000
Castle,       U1,  1,  0.,0,  0a,10d,10h,1f, 18,0,  1, Csc, 000000000000000
Picts,        X6,  0,  2.,0,  3a,3d,  1h,3f,  2,0,  0, U1,  010011000000010
Knights,      X6,  0,  5.,0,  9a,4d,  2h,3f, 10,0,  0, Chi, 000010000000011
Roger of Gloucester,nil,0,5.,0, 9a,5d, 3h,3f, 3,0,  0, Env, 000010000000010
Broadswordmen,X6,  0,  3.,0,  5a,5d,  2h,3f,  6,0,  0, PT,  000010000000010
Bishop,       nil, 0,  1.,0,  0a,1d,  2h,1f,  5,0,  6, Env, 000000000000000
Merchant,     nil, 0,  2.,0,  0a,1d,  1h,1f,  4,0,  7, nil, 000000000000010
Merchant Caravan,nil,0,3.,0,  0a,4d,  2h,2f,  6,0,  7, Gen, 000000000000010
Black Monk,   nil, 0,  2.,0,  0a,1d,  1h,1f,  2,0,  6, Env, 000000000000010
Angevin Knights,X7, 0, 5.,0,  8a,4d,  3h,3f,  8,0,  0, Env, 000010000000011
Men-at-Arms,  X1 , 0,  3.,0,  5a,5d,  2h,2f,  4,0,  1, PT,  000010000000000
Knights,      X1,  0,  5.,0,  8a,4d,  2h,3f,  8,0,  0, Chi, 000010000000011
Longbowmen,   nil, 0,  3.,0,  6a,4d,  2h,2f,  6,0,  1, Env, 000010000000010
Hugh Bigod,   nil, 0,  3.,0,  4a,5d,  3h,3f,  3,0,  1, Env, 000010000000010
Humphrey de Bohun,nil, 0, 3.,0,  4a,5d,  3h,3f,  3,0,  1, Env, 000010000000010
Battering Ram,nil, 0,  1.,0,  7a,2d,  2h,2f,  5,0,  0, Che, 000000001000000
Robert de Lacy,nil,0,3.,0,  5a,5d,  3h,3f,  3,0,  1, Env, 000010000000010
King David,   nil, 0,  3.,0,  6a,5d,  3h,3f,  3,0,  1, Env, 000010000000010
King Stephen, nil, 0,  1.,0,  7a,5d,  3h,3f,  3,0,  1, Env, 000010000000010
Empress Matilda,nil, 0,  1.,0,  1a,5d,  3h,3f,  3,0,  1, Env, 000010000000010

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Pasture,    1,2,  2,2,0,  no,   0, 5, 2,   no,  0, 0,  3,  Jun,   ; Drt
Sparse grazing,1,2, 1,1,0,  yes,  1, 5, 2,   no,  0, 0,  0,  Jun,   ; Pln
Village,    1,3,  2,0,3,   no,  0,15, 0,   no,  0, 0,  0,  Jun,   ; Grs
Forest,     6,3,  0,3,1,   no,  0,30, 0,   no,  0, 0,  0,  Mou,   ; For
Hills,      2,3,  1,0,0,  yes,  2,10, 1,   yes, 4,20,  1,  no,    ; Hil
Woods,      3,3,  0,2,1,   no,  0,20, 0,   no,  0, 0,  0,  Pln,   ; Mou
Moor,       2,2,  1,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Tun
Wooded Hills,4,3, 0,2,0,   no,  0,25, 2,   yes, 3,25,  2,  Hil,   ; Gla
Fenland,    3,1,  2,0,0,   no,  0,30, 0,   no,  0, 0,  0,  Drt,   ; Swa
Ploughed land,2,3,0,0,0,   yes, 5, 5, 1,   no,  0, 0,  0,  Drt,   ; Jun
Sea,        1,3,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Good grazing,1,2,  5,2,2,
Abbey,      1,2,  0,2,6,
Large Village,1,3, 2,1,4,
Fallow Deer,2,3,  0,1,8,
Surface Coal,2,3,  0,2,3,
Game,       9,3,  3,1,1,
Red Deer,   1,2,  0,1,9,
Iron Ore,   2,3,  0,4,5,
Peat,       2,3,  1,4,2,
Rich loam,  2,3,  3,0,0,
Cod,        1,3,  4,0,2,
Cattle pens,1,2,  6,3,3,
Monastery,  1,2,  2,1,4,
Large Village,1,3, 2,1,4,
Timber,     2,3,  0,4,1,
Sheep,      2,3,  3,2,5,
Poultry,    9,3,  4,1,2,
Red Deer,   1,2,  0,1,9,
Pigs,       2,2,  5,2,2,
Thatching Reeds,2,3,1,3,3,
Fertile soil,2,3, 2,0,0,
Herring,    1,3,  3,0,3,



@GOVERNMENTS
Anarchy,        Lord,        Lady
Minor Kingdom,  King,        Queen
Aristocracy,    Earl,        Countess
Claimant,       Would-be King,Empress
Kingdom,        King,        Queen
Not available,  Hooftman,    Lady
Not available,  Hooftman,    Lady


;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Matilda,      Geoffrey,            1, 6, 3, Plantagenets,Plantagenet, 1,  1, -1,
Edward,       Isabel,              0, 2, 0, Neville family,Neville,       1,  1, -1,
David,        Isabelle,            0, 7, 0, Scots,       Scottish,    1,  1, -1,
Richard,      Isabelle,            0, 5, 0, Bigod family,Bigod,    1, -1, -1,
Geoffrey,     Isabella,            0, 4, 0, de Bohun family,de Bohun, 1, -1,  0,
Stephen,      Adela,               0, 3, 0, de Blois family,de Blois, 1, -1, -1,
Robert,       Margaret,            0, 1, 0, de Lacy family,de Lacy,   1,  1, -1,
The Dauphin,  Isabeau,             0, 7, 0, Armanacs,    Armanac,    -1,  0,  1,
Maurice,      Margaret,            0, 7, 0, Netherlands, Netherlands, 1,  0,  0,
Francis II,   Eleanor,             0, 3, 3, French,      French,      0,  0,  0,
Maurice,      Margaret,            0, 7, 0, Netherlands, Netherlands, 1,  0,  0,
Maurice,      Margaret,            0, 7, 0, Netherlands, Netherlands, 1,  0,  0,
Henry VIII,   Elizabeth I,         0, 6, 3, English,     English,     0, -1,  0,
Maurice,      Margaret,            0, 7, 0, Netherlands, Netherlands, 1,  0,  0,
Maurice,      Margaret,            0, 7, 0, Netherlands, Netherlands, 1,  0,  0,
Maurice,      Margaret,            0, 7, 0, Netherlands, Netherlands, 1,  0,  0,
Maurice,      Margaret,            0, 7, 0, Netherlands, Netherlands, 1,  0,  0,
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,     0,  0, -1,  2, Emperor, Empress
Maurice,      Margaret,            0, 7, 0, Netherlands, Netherlands, 1,  0,  0,
Maurice,      Margaret,            0, 7, 0, Netherlands, Netherlands, 1,  0,  0,
Maurice,      Margaret,            0, 7, 0, Netherlands, Netherlands, 1,  0,  0,



;
;   Trading Commodities
;
@CARAVAN
Beer,
Dyes,
Tallow,
Chainmail,
Honey,
Arrows,
Leather,
Wool,
Wine,
Salt,
Silver,
Livestock,
Fish,
Hides,
Cloth,
Manuscripts,


@ORDERS
Garrison,           F
Garrisoned,         F
Sentry duty,        S
Build Walls,        F
Build Road,         R
Create Fields,      I
Excavate Mine,      m
Clear the land,     O
Tidy graves,        p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Knight
Baron
Earl
Duke
Prince
King

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged















